Proper slow motion
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Just played the demo. You're doing a great job! Honestly, the only critiques I have to offer is
!. Tighter switch responses. I found myself mashing E on levers due to the delay between pressing E and the lever actually moving.
2. Some kind of mini-map.
Keep up the great work! Will definitely purchase when it's available!
Thanks bro! Good to hear you like the game! I will check the mechanic of the switch control. And, there will be more maps coming up;)
Played the demo, I think this is a decent 90’s throwback shooter. I especially feel like with a bit of gameplay polishing that there’s potential with this game. A few critiques and praises I would like to point out after finishing the demo (based on Hard difficulty):
- -The sword ranged attack feels really satisfying to use, and I really like how it penetrates multiple targets. The cooldown period doesn’t bother me as I like the risk vs reward of using it.
- -Movement during combat feels a bit stiff. I feel like it might be a combination of total lack of air control when jumping and the claustrophobic environments, but I tend to get caught on geometry quite a bit.
- -It feels like dashing moves the player based on the direction you’re currently moving as opposed to the current input being held. It would help with effectively dodging if it functioned like the latter rather than the former.
- -I don’t think that enemies are too spongey, but rather that it might help weapon’s feedback if there were a pain-state, or pain animations for hitting enemies. Damage values feel pretty good to me, overall.
- -Reloading on the pistols feels a bit long for a relatively weak weapon. I’d recommend quickening it or even dropping reloading altogether.
- -The charging enemy with the dual sword attacks felt off. I’d have times where he would charge through me and deal no damage, and other times it felt like he would strike me from way out of his reach (I had my FOV set to 90, which may have been contributing to this).
- -I especially liked the level design so far, I appreciate the open-endedness and nonlinearity without going too hard on being mazelike. Well-hidden secrets too.
Overall, I think there’s a solid game foundation here. Combat and weapons feels satisfying and the levels are fun to explore. I feel like that if the above critiques are addressed that it would really improve on the core feel and combat flow of the game.
Thank you so much for such detailed feedback!
Will test controllable on air, that sounds great. About the dashing control, could you please tell me more about it? Actually, for now, the dash does move along the direction base on your current input, unless input nothing (you will dash forward). About the reload of the pistols, there will be a weapon upgrade system added in the future, you can cancel the reload or something. The demons' attack range will keep adjusting until they seem more reasonable.
Thanks again for playing the demo, buddy!
Sure thing. In the demo, the dashing feels like I have to wait for the player's momentum to essentially stop from moving the initial direction, and then re-accelerate into another direction before the dash corresponds with the new input.
Eg. I'm holding W to go forward, and then I want to suddenly dodge to the left to avoid an incoming projectile. I have to let go of W, and press A to strafe left, but I have to wait for the player to decelerate the forward movement completely, and begin accelerating to the left before the dodge will project me fully to the left (if I do this too early, I'll end up dodging forward with a slightly left angle).
If it's intentionally designed this way, then I'd say its no big deal, as you can still effectively dodge by quickly facing the direction you want to dash too (which ends up looking cooler for higher-skilled players anyway). It also might have to do with the player's movement acceleration, or maybe I'm just spoiled by how Doom Eternal does dashing, as it feels pretty instantaneous in that game.
This game is great! Can't wait for the full version. My only gripe is maybe please add a map or a minimap button, because I keep getting lost, and since most of the environment textures look the same, I can't always tell where I am. I made a gameplay video of this on YouTube, but sadly I had to take it down because I got an e-mail from someone saying the title "Hell Hunt" was copyrighted.
Anyway, great game! Would love to see more of it in development.
Thanks for playing the demo buddy:) Will improve the level design to make sure the player easier to find the destination. Thank you for the feedback.
About the copyright you could check this, a SidAlpha's video talking about the thing I am being attacked by an asshole who send you the takedown letter: https://www.youtube.com/watch?v=H2YPyIC4Rq0&t=23s
I will say this is pretty fun, combat feels nice and satisfying, love the slow mo when the last of a group of enemies falls. Only small thing that I feel could be somewhat improved, was the UI with regards to the ammo count, as I kept mistaking the shotgun Max ammo for what I had actually had in reserve (when I really had zero shots), maybe having that information smaller? That said it's only a small issue I had, overall, looking solid, good luck with development and launch!
About the UI of ammo, I will try to figure out whether it can be better! Thank you for the feedback bro! Really happy you like the game:)
First off: Excellent. Smooth as silk gameplay. The sprint mechanic is great and really helps you play with vertical puzzles/secret-finding. Bullet time worked very well and felt great. My only suggestions are small, personal opinions for tweaks.
1. Maybe increase the delay between when the yellow zombies see the player and when they fire. If you are too close when first spotted, it's nearly imposible to dodge.
2. It was sometimes unclear where to go with the keys - the lighted signs were great, but some more environmental cues saying "this is a key door" might help. Maybe I'm just blind, though.
3. Guns maybe feeling a little weak; this is probably a purely psychological/sound issue, since hits-per-kill I think they're pretty perfect.
4. I found myself not using the thrown katana, since if I was out of ranged weapons, only being able to use it ever 5 seconds or so was too slow.
Thanks for the suggestions! Illuminate the important things like keys, ladders, doors or something is a good idea, I think I should do this part. There will be a weapon upgrade system later, you can upgrade the weapons' power or use their new abilities. The dual katanas is one of powerful weapons in hellhunt especially after upgrading(in my plan lol).
Thank you for playing the demo, really happy to hear you like it:D
Hello T19 Games I made a video covering your game on youtube. I really enjoyed playing the demo. Can't wait to see what the full game will be like in the future. Have a good one!
Nice video bro! Thanks for playing:D
I had the pleasure of reviewing your game on my blog and my youtube
very nice game,I really liked the twin handguns and their rate of fire, felt bada** shooting enemies with them.
waiting for the full game
Really enjoyed the 2 levels of the demo. But I have a problem with the shotgun/super shotgun. The shotgun already one shots most enemies so the super shotgun feels unnecessary. Also the shotguns only hit 1 enemy per shot, which is more noticeable on the spiders. Maybe making the super shotgun have an actual spread and hit multiple enemies could make it feel more rewarding for clearing rooms. Other than that, the weapons feel great!
Thank you for playing the demo! Between the shotgun and SSG, when more kinds of enemies join the game, they will become more different, and there will be a weapon upgrade system later. Thank you for your suggestion, buddy!
I really enjoy this game and only have 1 main issue, being the Katanas. My issue is that the animation for a single click is way to long and its hit box lingers for a notable time after the swing animation. I think a simple fix would be to cut the animation in half and make 1 click 1 swing and it just cycles between a left swing and a right swing. Besides that i think the game is amazing I hope you keep up the good work!!
Thanks the suggestion, the attack of dual katanas will be changed to 1 click 1 swing in next update! thanks for playing the game buddy.
Such a fun game, i love it!
I had the pleasure of reviewing your game:
such a good game so much fun
Cool shooter, brought nostalgia for the classic PC games.
This is probably one of the best things I've played all year. The action is fast paced, the guns are punchy and they all have their uses, even the pistol. Also, the low-fi pixel textured environments are really nice to look at in that.
I played on normal and the difficulty was spot on for the most part.
If I had any suggestions, maybe have some way of staggering the bigger enemies or breaking their charge. Maybe make some of the more powerful weapons like the double barrelled shot gun and revolver?
Also, I'd love to see more outdoor levels. I think the outdoor section was probably my favourite.
One last thing, I found 2 of these little maps, one was out in the open and the other in a secret passage. I thought they related to some kind of puzzle in the big prison room right before the yellow door but if it was I couldn't figure it out and their didn't seem to be any feedback on anything I tried.
Dash is one of the good ways to stay away from the big guys. And attack range of the big guys will be been adjusted to make it easier for player to avoid their attacks. More powerful weapons will be obtained in subsequent levels. Actually Hellhunt is not a dungeon FPS in my plan. Yeah, definitely will get more outdoor level later. The 2 little maps are related to cell doors of the big yellow door room, if you did right, it will be happened ;)
Really fun demo!
It was a bit easy but it is just the first two levels.
My only criticisms are the second level is a bit sprawling and all the conjoining paths you unlock can make it hard to navigate, finding that yellow keycard room too me the most time.
Assuming you don't already plan on adding it, some impact noises for the swords are direly needed on walls and things.
And the platforming can be a bit wonky.
The short jumps are actually the hardest because you can either way over shoot them due to the physics or severely under shoot them.
It wasn't a huge hurdle to overcome but it did make it feel a bit clunky.
Other than that the weapons all felt great to shoot and the enemies were satisfying to take out, love the aesthetic of the graphics and the music when it was present! (also add some more music)
Wishlisted on steam and can't wait to see more of this.
The second level will get a big change in the next update. Some detail things like sound effect will keep being added in further dev progress. The jumping part involves some game mechanics, so I will continue to see if I need to modify it based on feedback. Music will be added to the game, but not in the near future.
Thanks for playing the demo and your suggestions!
Listen, this game is amazing and fun. Probably the most fun game on itch.io. I highly recommend this game for anyone, legit ANYONE who wants a fast paced game and some secrets and challenges. Oh, I also did a gameplay if you wanna check it out.
Just watched your video, very nice, thank you bro!
I've just created an Itch.io account just for this game! I just played the demo and it was so unbelievably good. Sure, it feels a little unpolished here and there but overall, I think this game has so much potential and it's already so much fun! The weapons feel good, the map design is great and the ability to dash is very helpful and puts some more speed and depth into gameplay (which I like). I've posted this page in several forums and on Facebook and I hope I can help you with that.
Of course, I would LOVE to see this game on GoG one day (yes, I'm THAT guy :D )
It means a lot to me, thank you my friend. See you on GoG :D
The gameplay is incredible! Movement feels great, guns feel AMAZING, I had a little too much fun with the shotgun! I am confident in saying that, with more polish, levels, and guns this game could REALLY be something! I did notice, when being attacked by the big demons, they would run at me, I would dodge, and while I am a good distance away, still get hit by them. That's really the only issue I had with the gameplay. I'm definitely going to keep my eye on this project, and get this bad boy wishlisted!
The attack range of the dual sword demons is not final. Actually, it is constantly being adjusted. I hope to find a good balance.
Thank you for playing the demo, good to hear you like it:)
Great game 4 stars and that is really goodconsideringfortnite is two and minecraft is 2. Your up there with farpoint!(4 stars)
I have never rated a game 5 stars maybe you will be the first!
I will keep polishing the game, hope that it becomes your first 5 stars game ;)
Gave it a go...
Oh thanks for the suggestion, the music will be added in the later update, it would not be recent, but it will definitely be there in the final version. The katanas mechanics will also be changed later.
Interesting style, which engine was used
Hey there, controls are tight, graphics are brutal, and combat is rewarding. I love the fact you can rebind the keys as you see fit and the secret spots hidden throughout the levels. With some music, more levels, and this level of polish, I look forward to what comes next. Awesome game!!! 🌮
No problem man! Thanks!
Whoa! Your the creator of the game! Let me just say that this was a very very well made game. I’ve been playing it some more recently and it’s awesome! I love the art style and I hope to see more from you.
I downloaded this game not knowing too much other than the fact that its a retro fps. Boy was I in for a ride, the fast pace action and the sword play, 10/10. I love quake / doom so this brought back fond memories.
Woow, a hard playthrough! thanks bro:)
Hey, I gave the game a go and it was an excellent nostalgia trip! It's a very well made game, that's a lot of fun and apart from it being kinda hard to find the yellow card key, I felt it was great.
The yellow card key forcing the player to backtrack kinda threw me, I hadn't needed to backtrack that far before so I ruled it out as a possibility at first. The vast majority of my playtime was trying to find the thing.
It might assist newer players, if the route there was somewhat sign posted? I don't mean in a 'this way to the yellow card!' kinda way but more like the door itself is sign posted but not the route where you find the key. I noticed a few people had this problem, it's why I felt I should bring it up.
I really like what's on offer. I'm really looking forward to the full game and I've made a video of the demo, to tell the people I know about the game.
I heard a certain someone has been reducing the amount of videos on this game, so I thought I'd help boost it, hopefully get it back to where it was and beyond!
Keep it up! :D
Thank you for the video bro.
There will be some changes to the second level, making it easier for players to know their destination and more signs. And it's also the same for new levels.
And thanks for your support!!
This Game Was SOOOO Fun Can't Wait For The Full Game
I'd Love To See This On Console's
I had an absolute blast with this one. So many old memories rushing back to me. You did amazing on this one. I made even a video about it. If your curious then you can check the video below.
Glad it reminds you of your sweet memories:D and thank you for your full playthrough
Tl:dr Really fricken good game.
controls felt nice and smooth. The dash seems to fling me a bit farther than I was expecting but was easy to get used to. Might wanna tweak it or maybe not.
Sound was excellent. Guns sounded chunky and I like they have force behind 'em. Loved that enemies sounded unique and I could tell when they saw me, how many, and what types they were.
Map and graphic design were fantastic. I did get a little lost in the 2nd map trying to find the yellow door after I got the key. Found the arrow signs eventually. Might wanna think about adding a map to help navigate. Or it could just be me, I tend to get lost alot.
overall a really solid 8/10 pushing 9/10. Can't wait for more.
We support you good Devs! Stay strong fighting those liars.
gods be with ye.
We are on your side.
i got trapped on the first level at the lever part
The lever room in the first level? There is a ladder next to the lever. You can climb up to the attic of the lever room and you will find the entrance. Or you can download the latest version 0.612n, the ladder of the latest version of the lever room will be very obvious.
This game is so damn good. Definitely gives me those retro vibes,
8/10 best game on itch.io that I've played so far, idc this game is a masterpiece except for the fact I don't know where to go half the time
I bought your game to support you.
Will have to give it a try. Normally not my type of game, but given the whole foolishness you've got going on right now I decided to support you and will download it and give it a go.
This game is so bad ass, I fucking love it. there is 1 bug I found which is for me, I found it when setting my resolution then trying to setup the sound, it went back to fullscreen & max resolution (based on my TV Screen)
I give this game a 10/10
-Gunshots sound awesome
-For a demo, really good enemy variety
-DooM/Quake/Classic Duke Nukem Vibe.
-For a demo, nice weapon loadout that you can obtain.
I will try to see if there will be an issue of automatic resolution recovery on TV screen. Does this problem also appear on the computer screen?
Thanks for playing the demo and like it:)
Sorry, my TV screen is hooked up to my tower, the game resolution auto-adjusted to my TV screen. I set it back to 1600 x 900 & it was fine for the rest of the demo. Looking forward to your game being launched.
This rocks!I'm a huge fan of Quake, Doom, etc. This is a great flashback game with solid controls. I find the bullet time slowdown something extra, its awesome to watch them explode slowly. The dash is great, I'm you will utilize some tricks with that ability in the full game. Looking forward to the full version. I want to try out other abilities you have in mind.
Thanks for making the game! Its the second game I played in the video.
great feeling demo in that classic fps style, weapons felt punchy with nice visual and audio feedback. I could have used a map and i wanted a quick attack to break boxes without using ammo like duke's mighty boot or a pistol whip especially if i'd thrown the Katana's but lots of fun and potential for a full game. Reminded me of Dusk and Quake, good stuff.
could we get controller support please?